public void SelectWeapon3() { activeWeapon = Weapons[2].GetComponent <WeaponCon_ys>(); GM.TargetSelect(); anim.SetBool("AR_set", true); Weapons[0].SetActive(false); Weapons[1].SetActive(false); Weapons[2].SetActive(true); }
public void SelectWeapon2() { activeWeapon = Weapons[1].GetComponent <WeaponCon_ys>(); GM.TargetSelect(); }